A Ship Profile is a ScriptableObject that bundles one build configuration together with the destinations the finished build is shipped to. Create one with New in the Build & Ship window, or via Assets → Create → Sparrow → Build & Ship Profile. You can keep as many profiles as you like — one per platform or release channel is a common setup.
Build
- Profile Name: the display name and the value matched by the command line interface.
- Target: the Unity
BuildTargetto build for (Windows, macOS, Linux, WebGL, Android, iOS, …). - Scenes: either Use Editor Build Settings (the enabled scenes from File → Build Settings) or an Explicit List configured on the profile itself.
- Extra Scripting Defines: additional preprocessor defines passed to this build only.
- Development Build: builds with
BuildOptions.Development. - Clean Build Cache: forces a full rebuild (
BuildOptions.CleanBuildCache). - Output Folder: relative to the project. The placeholder
{profileName}is replaced with the profile name; the default isBuilds/{profileName}. - Executable Name: the player file name (not used for WebGL, which builds into the output folder). The window shows the resulting build path live.
Version & Changelog
The Bump Mode controls how PlayerSettings.bundleVersion is updated before each build:
- None: leave the version untouched.
- Bump Patch: increment the patch number, e.g.
1.4.2 → 1.4.3. - Bump Minor: increment the minor number and reset the patch, e.g.
1.4.2 → 1.5.0. - Set Manually: set the version to the Manual Version value.
Automatic bumping expects a x.y.z version. If the current version is not in that form it is left unchanged with a warning instead of being bumped.
Point the profile at a Changelog File (a TextAsset) or a project-relative Changelog Path (e.g. CHANGELOG.md). The topmost section — from the first markdown heading up to the next heading of the same level — is extracted and made available as the {changelog} placeholder in Discord and Slack announcements.
Pipeline
- Run Verification: runs Sparrow Verification (if installed) before building and aborts on errors. This is a soft dependency — if Verification is not in the project, the step is skipped with a note.
- Zip Build: creates
{executableName}_{version}.zipnext to the output folder after staging, before the destinations run, so announcements can reference the archive.
Destinations
The Destinations list is where the build actually goes. Add destinations with + Add, toggle each one on or off, and reorder them with the ▲/▼ buttons — they run top to bottom. A profile with no destinations simply builds and stages (and zips, if enabled). See Destinations for the details of each type.
Every profile validates itself and its destinations continuously; the window lists any outstanding issues before you build.
